/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/scene.c * \ingroup bke */ #include #include #include #include "MEM_guardedalloc.h" #include "DNA_anim_types.h" #include "DNA_group_types.h" #include "DNA_linestyle_types.h" #include "DNA_mesh_types.h" #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_rigidbody_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_sequence_types.h" #include "DNA_space_types.h" #include "DNA_view3d_types.h" #include "DNA_windowmanager_types.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BLI_callbacks.h" #include "BLI_string.h" #include "BLI_threads.h" #include "BLI_task.h" #include "BLF_translation.h" #include "BKE_anim.h" #include "BKE_animsys.h" #include "BKE_action.h" #include "BKE_colortools.h" #include "BKE_depsgraph.h" #include "BKE_editmesh.h" #include "BKE_fcurve.h" #include "BKE_freestyle.h" #include "BKE_global.h" #include "BKE_group.h" #include "BKE_idprop.h" #include "BKE_image.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_mask.h" #include "BKE_node.h" #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_rigidbody.h" #include "BKE_scene.h" #include "BKE_sequencer.h" #include "BKE_sound.h" #include "BKE_unit.h" #include "BKE_world.h" #include "RE_engine.h" #include "PIL_time.h" #include "IMB_colormanagement.h" #include "bmesh.h" #ifdef WIN32 #else # include #endif void free_avicodecdata(AviCodecData *acd) { if (acd) { if (acd->lpFormat) { MEM_freeN(acd->lpFormat); acd->lpFormat = NULL; acd->cbFormat = 0; } if (acd->lpParms) { MEM_freeN(acd->lpParms); acd->lpParms = NULL; acd->cbParms = 0; } } } void free_qtcodecdata(QuicktimeCodecData *qcd) { if (qcd) { if (qcd->cdParms) { MEM_freeN(qcd->cdParms); qcd->cdParms = NULL; qcd->cdSize = 0; } } } static void remove_sequencer_fcurves(Scene *sce) { AnimData *adt = BKE_animdata_from_id(&sce->id); if (adt && adt->action) { FCurve *fcu, *nextfcu; for (fcu = adt->action->curves.first; fcu; fcu = nextfcu) { nextfcu = fcu->next; if ((fcu->rna_path) && strstr(fcu->rna_path, "sequences_all")) { action_groups_remove_channel(adt->action, fcu); free_fcurve(fcu); } } } } Scene *BKE_scene_copy(Scene *sce, int type) { Scene *scen; SceneRenderLayer *srl, *new_srl; ToolSettings *ts; Base *base, *obase; if (type == SCE_COPY_EMPTY) { ListBase lb; /* XXX. main should become an arg */ scen = BKE_scene_add(G.main, sce->id.name + 2); lb = scen->r.layers; scen->r = sce->r; scen->r.layers = lb; scen->r.actlay = 0; scen->unit = sce->unit; scen->physics_settings = sce->physics_settings; scen->gm = sce->gm; scen->audio = sce->audio; if (sce->id.properties) scen->id.properties = IDP_CopyProperty(sce->id.properties); MEM_freeN(scen->toolsettings); } else { scen = BKE_libblock_copy(&sce->id); BLI_duplicatelist(&(scen->base), &(sce->base)); BKE_main_id_clear_newpoins(G.main); id_us_plus((ID *)scen->world); id_us_plus((ID *)scen->set); id_us_plus((ID *)scen->gm.dome.warptext); scen->ed = NULL; scen->theDag = NULL; scen->obedit = NULL; scen->stats = NULL; scen->fps_info = NULL; if (sce->rigidbody_world) scen->rigidbody_world = BKE_rigidbody_world_copy(sce->rigidbody_world); BLI_duplicatelist(&(scen->markers), &(sce->markers)); BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces)); BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers)); BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets)); if (sce->nodetree) { /* ID's are managed on both copy and switch */ scen->nodetree = ntreeCopyTree(sce->nodetree); ntreeSwitchID(scen->nodetree, &sce->id, &scen->id); } obase = sce->base.first; base = scen->base.first; while (base) { id_us_plus(&base->object->id); if (obase == sce->basact) scen->basact = base; obase = obase->next; base = base->next; } /* copy color management settings */ BKE_color_managed_display_settings_copy(&scen->display_settings, &sce->display_settings); BKE_color_managed_view_settings_copy(&scen->view_settings, &sce->view_settings); BKE_color_managed_view_settings_copy(&scen->r.im_format.view_settings, &sce->r.im_format.view_settings); BLI_strncpy(scen->sequencer_colorspace_settings.name, sce->sequencer_colorspace_settings.name, sizeof(scen->sequencer_colorspace_settings.name)); /* copy action and remove animation used by sequencer */ BKE_copy_animdata_id_action(&scen->id); if (type != SCE_COPY_FULL) remove_sequencer_fcurves(scen); /* copy Freestyle settings */ new_srl = scen->r.layers.first; for (srl = sce->r.layers.first; srl; srl = srl->next) { BKE_freestyle_config_copy(&new_srl->freestyleConfig, &srl->freestyleConfig); new_srl = new_srl->next; } } /* tool settings */ scen->toolsettings = MEM_dupallocN(sce->toolsettings); ts = scen->toolsettings; if (ts) { if (ts->vpaint) { ts->vpaint = MEM_dupallocN(ts->vpaint); ts->vpaint->paintcursor = NULL; ts->vpaint->vpaint_prev = NULL; ts->vpaint->wpaint_prev = NULL; BKE_paint_copy(&ts->vpaint->paint, &ts->vpaint->paint); } if (ts->wpaint) { ts->wpaint = MEM_dupallocN(ts->wpaint); ts->wpaint->paintcursor = NULL; ts->wpaint->vpaint_prev = NULL; ts->wpaint->wpaint_prev = NULL; BKE_paint_copy(&ts->wpaint->paint, &ts->wpaint->paint); } if (ts->sculpt) { ts->sculpt = MEM_dupallocN(ts->sculpt); BKE_paint_copy(&ts->sculpt->paint, &ts->sculpt->paint); } BKE_paint_copy(&ts->imapaint.paint, &ts->imapaint.paint); ts->imapaint.paintcursor = NULL; id_us_plus((ID *)ts->imapaint.stencil); ts->particle.paintcursor = NULL; } /* make a private copy of the avicodecdata */ if (sce->r.avicodecdata) { scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata); scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat); scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms); } /* make a private copy of the qtcodecdata */ if (sce->r.qtcodecdata) { scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata); scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms); } if (sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */ scen->r.ffcodecdata.properties = IDP_CopyProperty(sce->r.ffcodecdata.properties); } /* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations * are done outside of blenkernel with ED_objects_single_users! */ /* camera */ if (type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) { ID_NEW(scen->camera); } /* before scene copy */ sound_create_scene(scen); /* world */ if (type == SCE_COPY_FULL) { if (scen->world) { id_us_plus((ID *)scen->world); scen->world = BKE_world_copy(scen->world); BKE_copy_animdata_id_action((ID *)scen->world); } if (sce->ed) { scen->ed = MEM_callocN(sizeof(Editing), "addseq"); scen->ed->seqbasep = &scen->ed->seqbase; BKE_sequence_base_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL); } } return scen; } void BKE_scene_groups_relink(Scene *sce) { if (sce->rigidbody_world) BKE_rigidbody_world_groups_relink(sce->rigidbody_world); } /* do not free scene itself */ void BKE_scene_free(Scene *sce) { Base *base; SceneRenderLayer *srl; /* check all sequences */ BKE_sequencer_clear_scene_in_allseqs(G.main, sce); base = sce->base.first; while (base) { base->object->id.us--; base = base->next; } /* do not free objects! */ if (sce->gpd) { #if 0 /* removed since this can be invalid memory when freeing everything */ /* since the grease pencil data is freed before the scene. * since grease pencil data is not (yet?), shared between objects * its probably safe not to do this, some save and reload will free this. */ sce->gpd->id.us--; #endif sce->gpd = NULL; } BLI_freelistN(&sce->base); BKE_sequencer_editing_free(sce); BKE_free_animdata((ID *)sce); BKE_keyingsets_free(&sce->keyingsets); if (sce->rigidbody_world) BKE_rigidbody_free_world(sce->rigidbody_world); if (sce->r.avicodecdata) { free_avicodecdata(sce->r.avicodecdata); MEM_freeN(sce->r.avicodecdata); sce->r.avicodecdata = NULL; } if (sce->r.qtcodecdata) { free_qtcodecdata(sce->r.qtcodecdata); MEM_freeN(sce->r.qtcodecdata); sce->r.qtcodecdata = NULL; } if (sce->r.ffcodecdata.properties) { IDP_FreeProperty(sce->r.ffcodecdata.properties); MEM_freeN(sce->r.ffcodecdata.properties); sce->r.ffcodecdata.properties = NULL; } for (srl = sce->r.layers.first; srl; srl = srl->next) { BKE_freestyle_config_free(&srl->freestyleConfig); } BLI_freelistN(&sce->markers); BLI_freelistN(&sce->transform_spaces); BLI_freelistN(&sce->r.layers); if (sce->toolsettings) { if (sce->toolsettings->vpaint) { BKE_paint_free(&sce->toolsettings->vpaint->paint); MEM_freeN(sce->toolsettings->vpaint); } if (sce->toolsettings->wpaint) { BKE_paint_free(&sce->toolsettings->wpaint->paint); MEM_freeN(sce->toolsettings->wpaint); } if (sce->toolsettings->sculpt) { BKE_paint_free(&sce->toolsettings->sculpt->paint); MEM_freeN(sce->toolsettings->sculpt); } if (sce->toolsettings->uvsculpt) { BKE_paint_free(&sce->toolsettings->uvsculpt->paint); MEM_freeN(sce->toolsettings->uvsculpt); } BKE_paint_free(&sce->toolsettings->imapaint.paint); MEM_freeN(sce->toolsettings); sce->toolsettings = NULL; } DAG_scene_free(sce); if (sce->nodetree) { ntreeFreeTree(sce->nodetree); MEM_freeN(sce->nodetree); } if (sce->stats) MEM_freeN(sce->stats); if (sce->fps_info) MEM_freeN(sce->fps_info); sound_destroy_scene(sce); BKE_color_managed_view_settings_free(&sce->view_settings); } Scene *BKE_scene_add(Main *bmain, const char *name) { Scene *sce; ParticleEditSettings *pset; int a; const char *colorspace_name; sce = BKE_libblock_alloc(bmain, ID_SCE, name); sce->lay = sce->layact = 1; sce->r.mode = R_GAMMA | R_OSA | R_SHADOW | R_SSS | R_ENVMAP | R_RAYTRACE; sce->r.cfra = 1; sce->r.sfra = 1; sce->r.efra = 250; sce->r.frame_step = 1; sce->r.xsch = 1920; sce->r.ysch = 1080; sce->r.xasp = 1; sce->r.yasp = 1; sce->r.tilex = 256; sce->r.tiley = 256; sce->r.mblur_samples = 1; sce->r.filtertype = R_FILTER_MITCH; sce->r.size = 50; sce->r.im_format.planes = R_IMF_PLANES_RGBA; sce->r.im_format.imtype = R_IMF_IMTYPE_PNG; sce->r.im_format.depth = R_IMF_CHAN_DEPTH_8; sce->r.im_format.quality = 90; sce->r.im_format.compress = 15; sce->r.displaymode = R_OUTPUT_AREA; sce->r.framapto = 100; sce->r.images = 100; sce->r.framelen = 1.0; sce->r.blurfac = 0.5; sce->r.frs_sec = 24; sce->r.frs_sec_base = 1; sce->r.edgeint = 10; sce->r.ocres = 128; /* OCIO_TODO: for forwards compatibility only, so if no tonecurve are used, * images would look in the same way as in current blender * * perhaps at some point should be completely deprecated? */ sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT; sce->r.gauss = 1.0; /* deprecated but keep for upwards compat */ sce->r.postgamma = 1.0; sce->r.posthue = 0.0; sce->r.postsat = 1.0; sce->r.bake_mode = 1; /* prevent to include render stuff here */ sce->r.bake_filter = 16; sce->r.bake_osa = 5; sce->r.bake_flag = R_BAKE_CLEAR; sce->r.bake_normal_space = R_BAKE_SPACE_TANGENT; sce->r.bake_samples = 256; sce->r.bake_biasdist = 0.001; sce->r.bake.flag = R_BAKE_CLEAR; sce->r.bake.width = 512; sce->r.bake.height = 512; sce->r.bake.margin = 16; sce->r.bake.normal_space = R_BAKE_SPACE_TANGENT; sce->r.bake.normal_swizzle[0] = R_BAKE_POSX; sce->r.bake.normal_swizzle[1] = R_BAKE_POSY; sce->r.bake.normal_swizzle[2] = R_BAKE_POSZ; BLI_strncpy(sce->r.bake.filepath, U.renderdir, sizeof(sce->r.bake.filepath)); sce->r.bake.im_format.planes = R_IMF_PLANES_RGBA; sce->r.bake.im_format.imtype = R_IMF_IMTYPE_PNG; sce->r.bake.im_format.depth = R_IMF_CHAN_DEPTH_8; sce->r.bake.im_format.quality = 90; sce->r.bake.im_format.compress = 15; sce->r.scemode = R_DOCOMP | R_DOSEQ | R_EXTENSION; sce->r.stamp = R_STAMP_TIME | R_STAMP_FRAME | R_STAMP_DATE | R_STAMP_CAMERA | R_STAMP_SCENE | R_STAMP_FILENAME | R_STAMP_RENDERTIME; sce->r.stamp_font_id = 12; sce->r.fg_stamp[0] = sce->r.fg_stamp[1] = sce->r.fg_stamp[2] = 0.8f; sce->r.fg_stamp[3] = 1.0f; sce->r.bg_stamp[0] = sce->r.bg_stamp[1] = sce->r.bg_stamp[2] = 0.0f; sce->r.bg_stamp[3] = 0.25f; sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES; sce->r.seq_prev_type = OB_SOLID; sce->r.seq_rend_type = OB_SOLID; sce->r.seq_flag = R_SEQ_GL_PREV; sce->r.threads = 1; sce->r.simplify_subsurf = 6; sce->r.simplify_particles = 1.0f; sce->r.simplify_shadowsamples = 16; sce->r.simplify_aosss = 1.0f; sce->r.border.xmin = 0.0f; sce->r.border.ymin = 0.0f; sce->r.border.xmax = 1.0f; sce->r.border.ymax = 1.0f; sce->r.preview_start_resolution = 64; sce->r.line_thickness_mode = R_LINE_THICKNESS_ABSOLUTE; sce->r.unit_line_thickness = 1.0f; sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings), "Tool Settings Struct"); sce->toolsettings->doublimit = 0.001; sce->toolsettings->uvcalc_margin = 0.001f; sce->toolsettings->unwrapper = 1; sce->toolsettings->select_thresh = 0.01f; sce->toolsettings->selectmode = SCE_SELECT_VERTEX; sce->toolsettings->uv_selectmode = UV_SELECT_VERTEX; sce->toolsettings->normalsize = 0.1; sce->toolsettings->autokey_mode = U.autokey_mode; sce->toolsettings->snap_node_mode = SCE_SNAP_MODE_GRID; sce->toolsettings->skgen_resolution = 100; sce->toolsettings->skgen_threshold_internal = 0.01f; sce->toolsettings->skgen_threshold_external = 0.01f; sce->toolsettings->skgen_angle_limit = 45.0f; sce->toolsettings->skgen_length_ratio = 1.3f; sce->toolsettings->skgen_length_limit = 1.5f; sce->toolsettings->skgen_correlation_limit = 0.98f; sce->toolsettings->skgen_symmetry_limit = 0.1f; sce->toolsettings->skgen_postpro = SKGEN_SMOOTH; sce->toolsettings->skgen_postpro_passes = 1; sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL | SKGEN_FILTER_EXTERNAL | SKGEN_FILTER_SMART | SKGEN_HARMONIC | SKGEN_SUB_CORRELATION | SKGEN_STICK_TO_EMBEDDING; sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION; sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH; sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE; sce->toolsettings->statvis.overhang_axis = OB_NEGZ; sce->toolsettings->statvis.overhang_min = 0; sce->toolsettings->statvis.overhang_max = DEG2RADF(45.0f); sce->toolsettings->statvis.thickness_max = 0.1f; sce->toolsettings->statvis.thickness_samples = 1; sce->toolsettings->statvis.distort_min = DEG2RADF(5.0f); sce->toolsettings->statvis.distort_max = DEG2RADF(45.0f); sce->toolsettings->statvis.sharp_min = DEG2RADF(90.0f); sce->toolsettings->statvis.sharp_max = DEG2RADF(180.0f); sce->toolsettings->proportional_size = 1.0f; sce->toolsettings->imapaint.paint.flags |= PAINT_SHOW_BRUSH; sce->toolsettings->imapaint.normal_angle = 80; sce->toolsettings->imapaint.seam_bleed = 2; sce->physics_settings.gravity[0] = 0.0f; sce->physics_settings.gravity[1] = 0.0f; sce->physics_settings.gravity[2] = -9.81f; sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY; sce->unit.scale_length = 1.0f; pset = &sce->toolsettings->particle; pset->flag = PE_KEEP_LENGTHS | PE_LOCK_FIRST | PE_DEFLECT_EMITTER | PE_AUTO_VELOCITY; pset->emitterdist = 0.25f; pset->totrekey = 5; pset->totaddkey = 5; pset->brushtype = PE_BRUSH_NONE; pset->draw_step = 2; pset->fade_frames = 2; pset->selectmode = SCE_SELECT_PATH; for (a = 0; a < PE_TOT_BRUSH; a++) { pset->brush[a].strength = 0.5; pset->brush[a].size = 50; pset->brush[a].step = 10; pset->brush[a].count = 10; } pset->brush[PE_BRUSH_CUT].strength = 100; sce->r.ffcodecdata.audio_mixrate = 44100; sce->r.ffcodecdata.audio_volume = 1.0f; sce->r.ffcodecdata.audio_bitrate = 192; sce->r.ffcodecdata.audio_channels = 2; BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine)); sce->audio.distance_model = 2.0f; sce->audio.doppler_factor = 1.0f; sce->audio.speed_of_sound = 343.3f; sce->audio.volume = 1.0f; BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic)); BLI_rctf_init(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f); sce->r.osa = 8; /* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */ BKE_scene_add_render_layer(sce, NULL); /* game data */ sce->gm.stereoflag = STEREO_NOSTEREO; sce->gm.stereomode = STEREO_ANAGLYPH; sce->gm.eyeseparation = 0.10; sce->gm.dome.angle = 180; sce->gm.dome.mode = DOME_FISHEYE; sce->gm.dome.res = 4; sce->gm.dome.resbuf = 1.0f; sce->gm.dome.tilt = 0; sce->gm.xplay = 640; sce->gm.yplay = 480; sce->gm.freqplay = 60; sce->gm.depth = 32; sce->gm.gravity = 9.8f; sce->gm.physicsEngine = WOPHY_BULLET; sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling sce->gm.occlusionRes = 128; sce->gm.ticrate = 60; sce->gm.maxlogicstep = 5; sce->gm.physubstep = 1; sce->gm.maxphystep = 5; sce->gm.lineardeactthreshold = 0.8f; sce->gm.angulardeactthreshold = 1.0f; sce->gm.deactivationtime = 0.0f; sce->gm.flag = GAME_DISPLAY_LISTS; sce->gm.matmode = GAME_MAT_MULTITEX; sce->gm.obstacleSimulation = OBSTSIMULATION_NONE; sce->gm.levelHeight = 2.f; sce->gm.recastData.cellsize = 0.3f; sce->gm.recastData.cellheight = 0.2f; sce->gm.recastData.agentmaxslope = M_PI / 2; sce->gm.recastData.agentmaxclimb = 0.9f; sce->gm.recastData.agentheight = 2.0f; sce->gm.recastData.agentradius = 0.6f; sce->gm.recastData.edgemaxlen = 12.0f; sce->gm.recastData.edgemaxerror = 1.3f; sce->gm.recastData.regionminsize = 8.f; sce->gm.recastData.regionmergesize = 20.f; sce->gm.recastData.vertsperpoly = 6; sce->gm.recastData.detailsampledist = 6.0f; sce->gm.recastData.detailsamplemaxerror = 1.0f; sce->gm.exitkey = 218; // Blender key code for ESC sound_create_scene(sce); /* color management */ colorspace_name = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DEFAULT_SEQUENCER); BKE_color_managed_display_settings_init(&sce->display_settings); BKE_color_managed_view_settings_init(&sce->view_settings); BLI_strncpy(sce->sequencer_colorspace_settings.name, colorspace_name, sizeof(sce->sequencer_colorspace_settings.name)); return sce; } Base *BKE_scene_base_find(Scene *scene, Object *ob) { return BLI_findptr(&scene->base, ob, offsetof(Base, object)); } void BKE_scene_set_background(Main *bmain, Scene *scene) { Scene *sce; Base *base; Object *ob; Group *group; GroupObject *go; int flag; /* check for cyclic sets, for reading old files but also for definite security (py?) */ BKE_scene_validate_setscene(bmain, scene); /* can happen when switching modes in other scenes */ if (scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT)) scene->obedit = NULL; /* deselect objects (for dataselect) */ for (ob = bmain->object.first; ob; ob = ob->id.next) ob->flag &= ~(SELECT | OB_FROMGROUP); /* group flags again */ for (group = bmain->group.first; group; group = group->id.next) { for (go = group->gobject.first; go; go = go->next) { if (go->ob) { go->ob->flag |= OB_FROMGROUP; } } } /* sort baselist for scene and sets */ for (sce = scene; sce; sce = sce->set) DAG_scene_relations_rebuild(bmain, sce); /* copy layers and flags from bases to objects */ for (base = scene->base.first; base; base = base->next) { ob = base->object; ob->lay = base->lay; /* group patch... */ base->flag &= ~(OB_FROMGROUP); flag = ob->flag & (OB_FROMGROUP); base->flag |= flag; /* not too nice... for recovering objects with lost data */ //if (ob->pose == NULL) base->flag &= ~OB_POSEMODE; ob->flag = base->flag; } /* no full animation update, this to enable render code to work (render code calls own animation updates) */ } /* called from creator.c */ Scene *BKE_scene_set_name(Main *bmain, const char *name) { Scene *sce = (Scene *)BKE_libblock_find_name_ex(bmain, ID_SCE, name); if (sce) { BKE_scene_set_background(bmain, sce); printf("Scene switch: '%s' in file: '%s'\n", name, bmain->name); return sce; } printf("Can't find scene: '%s' in file: '%s'\n", name, bmain->name); return NULL; } static void scene_unlink_space_node(SpaceNode *snode, Scene *sce) { if (snode->id == &sce->id) { /* nasty DNA logic for SpaceNode: * ideally should be handled by editor code, but would be bad level call */ bNodeTreePath *path, *path_next; for (path = snode->treepath.first; path; path = path_next) { path_next = path->next; MEM_freeN(path); } BLI_listbase_clear(&snode->treepath); snode->id = NULL; snode->from = NULL; snode->nodetree = NULL; snode->edittree = NULL; } } static void scene_unlink_space_buts(SpaceButs *sbuts, Scene *sce) { if (sbuts->pinid == &sce->id) { sbuts->pinid = NULL; } } void BKE_scene_unlink(Main *bmain, Scene *sce, Scene *newsce) { Scene *sce1; bScreen *screen; /* check all sets */ for (sce1 = bmain->scene.first; sce1; sce1 = sce1->id.next) if (sce1->set == sce) sce1->set = NULL; for (sce1 = bmain->scene.first; sce1; sce1 = sce1->id.next) { bNode *node; if (sce1 == sce || !sce1->nodetree) continue; for (node = sce1->nodetree->nodes.first; node; node = node->next) { if (node->id == &sce->id) node->id = NULL; } } /* all screens */ for (screen = bmain->screen.first; screen; screen = screen->id.next) { ScrArea *area; if (screen->scene == sce) screen->scene = newsce; for (area = screen->areabase.first; area; area = area->next) { SpaceLink *space_link; for (space_link = area->spacedata.first; space_link; space_link = space_link->next) { switch (space_link->spacetype) { case SPACE_NODE: scene_unlink_space_node((SpaceNode *)space_link, sce); break; case SPACE_BUTS: scene_unlink_space_buts((SpaceButs *)space_link, sce); break; } } } } BKE_libblock_free(bmain, sce); } /* Used by metaballs, return *all* objects (including duplis) existing in the scene (including scene's sets) */ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter, Scene **scene, int val, Base **base, Object **ob) { bool run_again = true; /* init */ if (val == 0) { iter->phase = F_START; iter->dupob = NULL; iter->duplilist = NULL; iter->dupli_refob = NULL; } else { /* run_again is set when a duplilist has been ended */ while (run_again) { run_again = false; /* the first base */ if (iter->phase == F_START) { *base = (*scene)->base.first; if (*base) { *ob = (*base)->object; iter->phase = F_SCENE; } else { /* exception: empty scene */ while ((*scene)->set) { (*scene) = (*scene)->set; if ((*scene)->base.first) { *base = (*scene)->base.first; *ob = (*base)->object; iter->phase = F_SCENE; break; } } } } else { if (*base && iter->phase != F_DUPLI) { *base = (*base)->next; if (*base) { *ob = (*base)->object; } else { if (iter->phase == F_SCENE) { /* (*scene) is finished, now do the set */ while ((*scene)->set) { (*scene) = (*scene)->set; if ((*scene)->base.first) { *base = (*scene)->base.first; *ob = (*base)->object; break; } } } } } } if (*base == NULL) { iter->phase = F_START; } else { if (iter->phase != F_DUPLI) { if ( (*base)->object->transflag & OB_DUPLI) { /* groups cannot be duplicated for mballs yet, * this enters eternal loop because of * makeDispListMBall getting called inside of group_duplilist */ if ((*base)->object->dup_group == NULL) { iter->duplilist = object_duplilist_ex(eval_ctx, (*scene), (*base)->object, false); iter->dupob = iter->duplilist->first; if (!iter->dupob) { free_object_duplilist(iter->duplilist); iter->duplilist = NULL; } iter->dupli_refob = NULL; } } } /* handle dupli's */ if (iter->dupob) { (*base)->flag |= OB_FROMDUPLI; *ob = iter->dupob->ob; iter->phase = F_DUPLI; if (iter->dupli_refob != *ob) { if (iter->dupli_refob) { /* Restore previous object's real matrix. */ copy_m4_m4(iter->dupli_refob->obmat, iter->omat); } /* Backup new object's real matrix. */ iter->dupli_refob = *ob; copy_m4_m4(iter->omat, iter->dupli_refob->obmat); } copy_m4_m4((*ob)->obmat, iter->dupob->mat); iter->dupob = iter->dupob->next; } else if (iter->phase == F_DUPLI) { iter->phase = F_SCENE; (*base)->flag &= ~OB_FROMDUPLI; if (iter->dupli_refob) { /* Restore last object's real matrix. */ copy_m4_m4(iter->dupli_refob->obmat, iter->omat); iter->dupli_refob = NULL; } free_object_duplilist(iter->duplilist); iter->duplilist = NULL; run_again = true; } } } } #if 0 if (ob && *ob) { printf("Scene: '%s', '%s'\n", (*scene)->id.name + 2, (*ob)->id.name + 2); } #endif return iter->phase; } Object *BKE_scene_camera_find(Scene *sc) { Base *base; for (base = sc->base.first; base; base = base->next) if (base->object->type == OB_CAMERA) return base->object; return NULL; } #ifdef DURIAN_CAMERA_SWITCH Object *BKE_scene_camera_switch_find(Scene *scene) { TimeMarker *m; int cfra = scene->r.cfra; int frame = -(MAXFRAME + 1); int min_frame = MAXFRAME + 1; Object *camera = NULL; Object *first_camera = NULL; for (m = scene->markers.first; m; m = m->next) { if (m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER) == 0) { if ((m->frame <= cfra) && (m->frame > frame)) { camera = m->camera; frame = m->frame; if (frame == cfra) break; } if (m->frame < min_frame) { first_camera = m->camera; min_frame = m->frame; } } } if (camera == NULL) { /* If there's no marker to the left of current frame, * use camera from left-most marker to solve all sort * of Schrodinger uncertainties. */ return first_camera; } return camera; } #endif int BKE_scene_camera_switch_update(Scene *scene) { #ifdef DURIAN_CAMERA_SWITCH Object *camera = BKE_scene_camera_switch_find(scene); if (camera) { scene->camera = camera; return 1; } #else (void)scene; #endif return 0; } char *BKE_scene_find_marker_name(Scene *scene, int frame) { ListBase *markers = &scene->markers; TimeMarker *m1, *m2; /* search through markers for match */ for (m1 = markers->first, m2 = markers->last; m1 && m2; m1 = m1->next, m2 = m2->prev) { if (m1->frame == frame) return m1->name; if (m1 == m2) break; if (m2->frame == frame) return m2->name; } return NULL; } /* return the current marker for this frame, * we can have more than 1 marker per frame, this just returns the first :/ */ char *BKE_scene_find_last_marker_name(Scene *scene, int frame) { TimeMarker *marker, *best_marker = NULL; int best_frame = -MAXFRAME * 2; for (marker = scene->markers.first; marker; marker = marker->next) { if (marker->frame == frame) { return marker->name; } if (marker->frame > best_frame && marker->frame < frame) { best_marker = marker; best_frame = marker->frame; } } return best_marker ? best_marker->name : NULL; } Base *BKE_scene_base_add(Scene *sce, Object *ob) { Base *b = MEM_callocN(sizeof(*b), "BKE_scene_base_add"); BLI_addhead(&sce->base, b); b->object = ob; b->flag = ob->flag; b->lay = ob->lay; return b; } void BKE_scene_base_unlink(Scene *sce, Base *base) { /* remove rigid body constraint from world before removing object */ if (base->object->rigidbody_constraint) BKE_rigidbody_remove_constraint(sce, base->object); /* remove rigid body object from world before removing object */ if (base->object->rigidbody_object) BKE_rigidbody_remove_object(sce, base->object); BLI_remlink(&sce->base, base); } void BKE_scene_base_deselect_all(Scene *sce) { Base *b; for (b = sce->base.first; b; b = b->next) { b->flag &= ~SELECT; b->object->flag = b->flag; } } void BKE_scene_base_select(Scene *sce, Base *selbase) { selbase->flag |= SELECT; selbase->object->flag = selbase->flag; sce->basact = selbase; } /* checks for cycle, returns 1 if it's all OK */ int BKE_scene_validate_setscene(Main *bmain, Scene *sce) { Scene *scene; int a, totscene; if (sce->set == NULL) return 1; totscene = 0; for (scene = bmain->scene.first; scene; scene = scene->id.next) totscene++; for (a = 0, scene = sce; scene->set; scene = scene->set, a++) { /* more iterations than scenes means we have a cycle */ if (a > totscene) { /* the tested scene gets zero'ed, that's typically current scene */ sce->set = NULL; return 0; } } return 1; } /* This function is needed to cope with fractional frames - including two Blender rendering features * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering. */ float BKE_scene_frame_get(Scene *scene) { return BKE_scene_frame_get_from_ctime(scene, scene->r.cfra); } /* This function is used to obtain arbitrary fractional frames */ float BKE_scene_frame_get_from_ctime(Scene *scene, const float frame) { float ctime = frame; ctime += scene->r.subframe; ctime *= scene->r.framelen; return ctime; } /** * Sets the frame int/float components. */ void BKE_scene_frame_set(struct Scene *scene, double cfra) { double intpart; scene->r.subframe = modf(cfra, &intpart); scene->r.cfra = (int)intpart; } /* drivers support/hacks * - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render * - these are always run since the depsgraph can't handle non-object data * - these happen after objects are all done so that we can read in their final transform values, * though this means that objects can't refer to scene info for guidance... */ static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene) { SceneRenderLayer *srl; float ctime = BKE_scene_frame_get(scene); /* scene itself */ if (scene->adt && scene->adt->drivers.first) { BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS); } /* world */ /* TODO: what about world textures? but then those have nodes too... */ if (scene->world) { ID *wid = (ID *)scene->world; AnimData *adt = BKE_animdata_from_id(wid); if (adt && adt->drivers.first) BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS); } /* nodes */ if (scene->nodetree) { ID *nid = (ID *)scene->nodetree; AnimData *adt = BKE_animdata_from_id(nid); if (adt && adt->drivers.first) BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS); } /* world nodes */ if (scene->world && scene->world->nodetree) { ID *nid = (ID *)scene->world->nodetree; AnimData *adt = BKE_animdata_from_id(nid); if (adt && adt->drivers.first) BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS); } /* freestyle */ for (srl = scene->r.layers.first; srl; srl = srl->next) { FreestyleConfig *config = &srl->freestyleConfig; FreestyleLineSet *lineset; for (lineset = config->linesets.first; lineset; lineset = lineset->next) { if (lineset->linestyle) { ID *lid = &lineset->linestyle->id; AnimData *adt = BKE_animdata_from_id(lid); if (adt && adt->drivers.first) BKE_animsys_evaluate_animdata(scene, lid, adt, ctime, ADT_RECALC_DRIVERS); } } } } /* deps hack - do extra recalcs at end */ static void scene_depsgraph_hack(EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent) { Base *base; scene->customdata_mask = scene_parent->customdata_mask; /* sets first, we allow per definition current scene to have * dependencies on sets, but not the other way around. */ if (scene->set) scene_depsgraph_hack(eval_ctx, scene->set, scene_parent); for (base = scene->base.first; base; base = base->next) { Object *ob = base->object; if (ob->depsflag) { int recalc = 0; // printf("depshack %s\n", ob->id.name + 2); if (ob->depsflag & OB_DEPS_EXTRA_OB_RECALC) recalc |= OB_RECALC_OB; if (ob->depsflag & OB_DEPS_EXTRA_DATA_RECALC) recalc |= OB_RECALC_DATA; ob->recalc |= recalc; BKE_object_handle_update(eval_ctx, scene_parent, ob); if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) { GroupObject *go; for (go = ob->dup_group->gobject.first; go; go = go->next) { if (go->ob) go->ob->recalc |= recalc; } BKE_group_handle_recalc_and_update(eval_ctx, scene_parent, ob, ob->dup_group); } } } } static void scene_rebuild_rbw_recursive(Scene *scene, float ctime) { if (scene->set) scene_rebuild_rbw_recursive(scene->set, ctime); if (BKE_scene_check_rigidbody_active(scene)) BKE_rigidbody_rebuild_world(scene, ctime); } static void scene_do_rb_simulation_recursive(Scene *scene, float ctime) { if (scene->set) scene_do_rb_simulation_recursive(scene->set, ctime); if (BKE_scene_check_rigidbody_active(scene)) BKE_rigidbody_do_simulation(scene, ctime); } /* Used to visualize CPU threads activity during threaded object update, * would pollute STDERR with whole bunch of timing information which then * could be parsed and nicely visualized. */ #undef DETAILED_ANALYSIS_OUTPUT /* Mballs evaluation uses BKE_scene_base_iter_next which calls * duplilist for all objects in the scene. This leads to conflict * accessing and writing same data from multiple threads. * * Ideally Mballs shouldn't do such an iteration and use DAG * queries instead. For the time being we've got new DAG * let's keep it simple and update mballs in a ingle thread. */ #define MBALL_SINGLETHREAD_HACK typedef struct StatisicsEntry { struct StatisicsEntry *next, *prev; Object *object; double start_time; double duration; } StatisicsEntry; typedef struct ThreadedObjectUpdateState { /* TODO(sergey): We might want this to be per-thread object. */ EvaluationContext *eval_ctx; Scene *scene; Scene *scene_parent; double base_time; /* Execution statistics */ ListBase statistics[BLENDER_MAX_THREADS]; bool has_updated_objects; #ifdef MBALL_SINGLETHREAD_HACK bool has_mballs; #endif } ThreadedObjectUpdateState; static void scene_update_object_add_task(void *node, void *user_data); static void scene_update_all_bases(EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent) { Base *base; for (base = scene->base.first; base; base = base->next) { Object *object = base->object; BKE_object_handle_update_ex(eval_ctx, scene_parent, object, scene->rigidbody_world, true); if (object->dup_group && (object->transflag & OB_DUPLIGROUP)) BKE_group_handle_recalc_and_update(eval_ctx, scene_parent, object, object->dup_group); /* always update layer, so that animating layers works (joshua july 2010) */ /* XXX commented out, this has depsgraph issues anyway - and this breaks setting scenes * (on scene-set, the base-lay is copied to ob-lay (ton nov 2012) */ // base->lay = ob->lay; } } static void scene_update_object_func(TaskPool *pool, void *taskdata, int threadid) { /* Disable print for now in favor of summary statistics at the end of update. */ #define PRINT if (false) printf ThreadedObjectUpdateState *state = (ThreadedObjectUpdateState *) BLI_task_pool_userdata(pool); void *node = taskdata; Object *object = DAG_get_node_object(node); EvaluationContext *eval_ctx = state->eval_ctx; Scene *scene = state->scene; Scene *scene_parent = state->scene_parent; #ifdef MBALL_SINGLETHREAD_HACK if (object && object->type == OB_MBALL) { state->has_mballs = true; } else #endif if (object) { double start_time = 0.0; bool add_to_stats = false; if (G.debug & G_DEBUG_DEPSGRAPH) { if (object->recalc & OB_RECALC_ALL) { printf("Thread %d: update object %s\n", threadid, object->id.name); } start_time = PIL_check_seconds_timer(); if (object->recalc & OB_RECALC_ALL) { state->has_updated_objects = true; add_to_stats = true; } } /* We only update object itself here, dupli-group will be updated * separately from main thread because of we've got no idea about * dependencies inside the group. */ BKE_object_handle_update_ex(eval_ctx, scene_parent, object, scene->rigidbody_world, false); /* Calculate statistics. */ if (add_to_stats) { StatisicsEntry *entry; entry = MEM_mallocN(sizeof(StatisicsEntry), "update thread statistics"); entry->object = object; entry->start_time = start_time; entry->duration = PIL_check_seconds_timer() - start_time; BLI_addtail(&state->statistics[threadid], entry); } } else { PRINT("Threda %d: update node %s\n", threadid, DAG_get_node_name(scene, node)); } /* Update will decrease child's valency and schedule child with zero valency. */ DAG_threaded_update_handle_node_updated(node, scene_update_object_add_task, pool); #undef PRINT } static void scene_update_object_add_task(void *node, void *user_data) { TaskPool *task_pool = user_data; BLI_task_pool_push(task_pool, scene_update_object_func, node, false, TASK_PRIORITY_LOW); } static void print_threads_statistics(ThreadedObjectUpdateState *state) { int i, tot_thread; if ((G.debug & G_DEBUG_DEPSGRAPH) == 0) { return; } #ifdef DETAILED_ANALYSIS_OUTPUT if (state->has_updated_objects) { tot_thread = BLI_system_thread_count(); fprintf(stderr, "objects update base time %f\n", state->base_time); for (i = 0; i < tot_thread; i++) { StatisicsEntry *entry; for (entry = state->statistics[i].first; entry; entry = entry->next) { fprintf(stderr, "thread %d object %s start_time %f duration %f\n", i, entry->object->id.name + 2, entry->start_time, entry->duration); } BLI_freelistN(&state->statistics[i]); } } #else tot_thread = BLI_system_thread_count(); for (i = 0; i < tot_thread; i++) { int total_objects = 0; double total_time = 0.0; StatisicsEntry *entry; if (state->has_updated_objects) { /* Don't pollute output if no objects were updated. */ for (entry = state->statistics[i].first; entry; entry = entry->next) { total_objects++; total_time += entry->duration; } printf("Thread %d: total %d objects in %f sec.\n", i, total_objects, total_time); for (entry = state->statistics[i].first; entry; entry = entry->next) { printf(" %s in %f sec\n", entry->object->id.name + 2, entry->duration); } } BLI_freelistN(&state->statistics[i]); } #endif } static bool scene_need_update_objects(Main *bmain) { return /* Object datablocks themselves (for OB_RECALC_OB) */ DAG_id_type_tagged(bmain, ID_OB) || /* Objects data datablocks (for OB_RECALC_DATA) */ DAG_id_type_tagged(bmain, ID_ME) || /* Mesh */ DAG_id_type_tagged(bmain, ID_CU) || /* Curve */ DAG_id_type_tagged(bmain, ID_MB) || /* MetaBall */ DAG_id_type_tagged(bmain, ID_LA) || /* Lamp */ DAG_id_type_tagged(bmain, ID_LT) || /* Lattice */ DAG_id_type_tagged(bmain, ID_CA) || /* Camera */ DAG_id_type_tagged(bmain, ID_KE) || /* KE */ DAG_id_type_tagged(bmain, ID_SPK) || /* Speaker */ DAG_id_type_tagged(bmain, ID_AR); /* Armature */ } static void scene_update_objects(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent) { TaskScheduler *task_scheduler = BLI_task_scheduler_get(); TaskPool *task_pool; ThreadedObjectUpdateState state; bool need_singlethread_pass; /* Early check for whether we need to invoke all the task-based * things (spawn new ppol, traverse dependency graph and so on). * * Basically if there's no ID datablocks tagged for update which * corresponds to object->recalc flags (which are checked in * BKE_object_handle_update() then we do nothing here. */ if (!scene_need_update_objects(bmain)) { return; } state.eval_ctx = eval_ctx; state.scene = scene; state.scene_parent = scene_parent; /* Those are only needed when blender is run with --debug argument. */ if (G.debug & G_DEBUG_DEPSGRAPH) { memset(state.statistics, 0, sizeof(state.statistics)); state.has_updated_objects = false; state.base_time = PIL_check_seconds_timer(); } #ifdef MBALL_SINGLETHREAD_HACK state.has_mballs = false; #endif task_pool = BLI_task_pool_create(task_scheduler, &state); DAG_threaded_update_begin(scene, scene_update_object_add_task, task_pool); BLI_task_pool_work_and_wait(task_pool); BLI_task_pool_free(task_pool); if (G.debug & G_DEBUG_DEPSGRAPH) { print_threads_statistics(&state); } /* We do single thread pass to update all the objects which are in cyclic dependency. * Such objects can not be handled by a generic DAG traverse and it's really tricky * to detect whether cycle could be solved or not. * * In this situation we simply update all remaining objects in a single thread and * it'll happen in the same exact order as it was in single-threaded DAG. * * We couldn't use threaded update for objects which are in cycle because they might * access data of each other which is being re-evaluated. * * Also, as was explained above, for now we also update all the mballs in single thread. * * - sergey - */ need_singlethread_pass = DAG_is_acyclic(scene) == false; #ifdef MBALL_SINGLETHREAD_HACK need_singlethread_pass |= state.has_mballs; #endif if (need_singlethread_pass) { scene_update_all_bases(eval_ctx, scene, scene_parent); } } static void scene_update_tagged_recursive(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent) { scene->customdata_mask = scene_parent->customdata_mask; /* sets first, we allow per definition current scene to have * dependencies on sets, but not the other way around. */ if (scene->set) scene_update_tagged_recursive(eval_ctx, bmain, scene->set, scene_parent); /* scene objects */ scene_update_objects(eval_ctx, bmain, scene, scene_parent); /* scene drivers... */ scene_update_drivers(bmain, scene); /* update masking curves */ BKE_mask_update_scene(bmain, scene); } static bool check_rendered_viewport_visible(Main *bmain) { wmWindowManager *wm = bmain->wm.first; wmWindow *window; for (window = wm->windows.first; window != NULL; window = window->next) { bScreen *screen = window->screen; ScrArea *area; for (area = screen->areabase.first; area != NULL; area = area->next) { View3D *v3d = area->spacedata.first; if (area->spacetype != SPACE_VIEW3D) { continue; } if (v3d->drawtype == OB_RENDER) { return true; } } } return false; } static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene) { /* This is needed to prepare mesh to be used by the render * engine from the viewport rendering. We do loading here * so all the objects which shares the same mesh datablock * are nicely tagged for update and updated. * * This makes it so viewport render engine doesn't need to * call loading of the edit data for the mesh objects. */ Object *obedit = scene->obedit; if (obedit) { Mesh *mesh = obedit->data; /* TODO(sergey): Check object recalc flags as well? */ if ((obedit->type == OB_MESH) && (mesh->id.flag & (LIB_ID_RECALC | LIB_ID_RECALC_DATA))) { if (check_rendered_viewport_visible(bmain)) { BMesh *bm = mesh->edit_btmesh->bm; BM_mesh_bm_to_me(bm, mesh, false); DAG_id_tag_update(&mesh->id, 0); } } } } void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene) { Scene *sce_iter; /* keep this first */ BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE); /* (re-)build dependency graph if needed */ for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set) DAG_scene_relations_update(bmain, sce_iter); /* flush editing data if needed */ prepare_mesh_for_viewport_render(bmain, scene); /* flush recalc flags to dependencies */ DAG_ids_flush_tagged(bmain); /* removed calls to quick_cache, see pointcache.c */ /* clear "LIB_DOIT" flag from all materials, to prevent infinite recursion problems later * when trying to find materials with drivers that need evaluating [#32017] */ BKE_main_id_tag_idcode(bmain, ID_MA, false); BKE_main_id_tag_idcode(bmain, ID_LA, false); /* update all objects: drivers, matrices, displists, etc. flags set * by depgraph or manual, no layer check here, gets correct flushed * * in the future this should handle updates for all datablocks, not * only objects and scenes. - brecht */ scene_update_tagged_recursive(eval_ctx, bmain, scene, scene); /* update sound system animation (TODO, move to depsgraph) */ sound_update_scene(bmain, scene); /* extra call here to recalc scene animation (for sequencer) */ { AnimData *adt = BKE_animdata_from_id(&scene->id); float ctime = BKE_scene_frame_get(scene); if (adt && (adt->recalc & ADT_RECALC_ANIM)) BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0); } /* Extra call here to recalc material animation. * * Need to do this so changing material settings from the graph/dopesheet * will update stuff in the viewport. */ if (DAG_id_type_tagged(bmain, ID_MA)) { Material *material; float ctime = BKE_scene_frame_get(scene); for (material = bmain->mat.first; material; material = material->id.next) { AnimData *adt = BKE_animdata_from_id(&material->id); if (adt && (adt->recalc & ADT_RECALC_ANIM)) BKE_animsys_evaluate_animdata(scene, &material->id, adt, ctime, 0); } } /* Also do the same for node trees. */ if (DAG_id_type_tagged(bmain, ID_NT)) { float ctime = BKE_scene_frame_get(scene); FOREACH_NODETREE(bmain, ntree, id) { AnimData *adt = BKE_animdata_from_id(&ntree->id); if (adt && (adt->recalc & ADT_RECALC_ANIM)) BKE_animsys_evaluate_animdata(scene, &ntree->id, adt, ctime, 0); } FOREACH_NODETREE_END } /* notify editors and python about recalc */ BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST); DAG_ids_check_recalc(bmain, scene, false); /* clear recalc flags */ DAG_ids_clear_recalc(bmain); } /* applies changes right away, does all sets too */ void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay) { BKE_scene_update_for_newframe_ex(eval_ctx, bmain, sce, lay, false); } void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay, bool do_invisible_flush) { float ctime = BKE_scene_frame_get(sce); Scene *sce_iter; #ifdef DETAILED_ANALYSIS_OUTPUT double start_time = PIL_check_seconds_timer(); #endif /* keep this first */ BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE); BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE); /* update animated image textures for particles, modifiers, gpu, etc, * call this at the start so modifiers with textures don't lag 1 frame */ BKE_image_update_frame(bmain, sce->r.cfra); /* rebuild rigid body worlds before doing the actual frame update * this needs to be done on start frame but animation playback usually starts one frame later * we need to do it here to avoid rebuilding the world on every simulation change, which can be very expensive */ scene_rebuild_rbw_recursive(sce, ctime); sound_set_cfra(sce->r.cfra); /* clear animation overrides */ /* XXX TODO... */ for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set) DAG_scene_relations_update(bmain, sce_iter); /* flush recalc flags to dependencies, if we were only changing a frame * this would not be necessary, but if a user or a script has modified * some datablock before BKE_scene_update_tagged was called, we need the flush */ DAG_ids_flush_tagged(bmain); /* Following 2 functions are recursive * so don't call within 'scene_update_tagged_recursive' */ DAG_scene_update_flags(bmain, sce, lay, true, do_invisible_flush); // only stuff that moves or needs display still BKE_mask_evaluate_all_masks(bmain, ctime, true); /* All 'standard' (i.e. without any dependencies) animation is handled here, * with an 'local' to 'macro' order of evaluation. This should ensure that * settings stored nestled within a hierarchy (i.e. settings in a Texture block * can be overridden by settings from Scene, which owns the Texture through a hierarchy * such as Scene->World->MTex/Texture) can still get correctly overridden. */ BKE_animsys_evaluate_all_animation(bmain, sce, ctime); /*...done with recursive funcs */ /* clear "LIB_DOIT" flag from all materials, to prevent infinite recursion problems later * when trying to find materials with drivers that need evaluating [#32017] */ BKE_main_id_tag_idcode(bmain, ID_MA, false); BKE_main_id_tag_idcode(bmain, ID_LA, false); /* run rigidbody sim */ /* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */ scene_do_rb_simulation_recursive(sce, ctime); /* BKE_object_handle_update() on all objects, groups and sets */ scene_update_tagged_recursive(eval_ctx, bmain, sce, sce); /* update sound system animation (TODO, move to depsgraph) */ sound_update_scene(bmain, sce); scene_depsgraph_hack(eval_ctx, sce, sce); /* notify editors and python about recalc */ BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST); BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST); DAG_ids_check_recalc(bmain, sce, true); /* clear recalc flags */ DAG_ids_clear_recalc(bmain); #ifdef DETAILED_ANALYSIS_OUTPUT fprintf(stderr, "frame update start_time %f duration %f\n", start_time, PIL_check_seconds_timer() - start_time); #endif } /* return default layer, also used to patch old files */ SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name) { SceneRenderLayer *srl; if (!name) name = DATA_("RenderLayer"); srl = MEM_callocN(sizeof(SceneRenderLayer), "new render layer"); BLI_strncpy(srl->name, name, sizeof(srl->name)); BLI_uniquename(&sce->r.layers, srl, DATA_("RenderLayer"), '.', offsetof(SceneRenderLayer, name), sizeof(srl->name)); BLI_addtail(&sce->r.layers, srl); /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */ srl->lay = (1 << 20) - 1; srl->layflag = 0x7FFF; /* solid ztra halo edge strand */ srl->passflag = SCE_PASS_COMBINED | SCE_PASS_Z; srl->pass_alpha_threshold = 0.5f; BKE_freestyle_config_init(&srl->freestyleConfig); return srl; } bool BKE_scene_remove_render_layer(Main *bmain, Scene *scene, SceneRenderLayer *srl) { const int act = BLI_findindex(&scene->r.layers, srl); Scene *sce; if (act == -1) { return 0; } else if ( (scene->r.layers.first == scene->r.layers.last) && (scene->r.layers.first == srl)) { /* ensure 1 layer is kept */ return 0; } BLI_remlink(&scene->r.layers, srl); MEM_freeN(srl); scene->r.actlay = 0; for (sce = bmain->scene.first; sce; sce = sce->id.next) { if (sce->nodetree) { bNode *node; for (node = sce->nodetree->nodes.first; node; node = node->next) { if (node->type == CMP_NODE_R_LAYERS && (Scene *)node->id == scene) { if (node->custom1 == act) node->custom1 = 0; else if (node->custom1 > act) node->custom1--; } } } } return 1; } /* render simplification */ int get_render_subsurf_level(RenderData *r, int lvl) { if (r->mode & R_SIMPLIFY) return min_ii(r->simplify_subsurf, lvl); else return lvl; } int get_render_child_particle_number(RenderData *r, int num) { if (r->mode & R_SIMPLIFY) return (int)(r->simplify_particles * num); else return num; } int get_render_shadow_samples(RenderData *r, int samples) { if ((r->mode & R_SIMPLIFY) && samples > 0) return min_ii(r->simplify_shadowsamples, samples); else return samples; } float get_render_aosss_error(RenderData *r, float error) { if (r->mode & R_SIMPLIFY) return ((1.0f - r->simplify_aosss) * 10.0f + 1.0f) * error; else return error; } /* helper function for the SETLOOPER macro */ Base *_setlooper_base_step(Scene **sce_iter, Base *base) { if (base && base->next) { /* common case, step to the next */ return base->next; } else if (base == NULL && (*sce_iter)->base.first) { /* first time looping, return the scenes first base */ return (Base *)(*sce_iter)->base.first; } else { /* reached the end, get the next base in the set */ while ((*sce_iter = (*sce_iter)->set)) { base = (Base *)(*sce_iter)->base.first; if (base) { return base; } } } return NULL; } bool BKE_scene_use_new_shading_nodes(Scene *scene) { RenderEngineType *type = RE_engines_find(scene->r.engine); return (type && type->flag & RE_USE_SHADING_NODES); } bool BKE_scene_uses_blender_internal(struct Scene *scene) { return strcmp("BLENDER_RENDER", scene->r.engine) == 0; } void BKE_scene_base_flag_to_objects(struct Scene *scene) { Base *base = scene->base.first; while (base) { base->object->flag = base->flag; base = base->next; } } void BKE_scene_base_flag_from_objects(struct Scene *scene) { Base *base = scene->base.first; while (base) { base->flag = base->object->flag; base = base->next; } } void BKE_scene_disable_color_management(Scene *scene) { ColorManagedDisplaySettings *display_settings = &scene->display_settings; ColorManagedViewSettings *view_settings = &scene->view_settings; const char *view; const char *none_display_name; none_display_name = IMB_colormanagement_display_get_none_name(); BLI_strncpy(display_settings->display_device, none_display_name, sizeof(display_settings->display_device)); view = IMB_colormanagement_view_get_default_name(display_settings->display_device); if (view) { BLI_strncpy(view_settings->view_transform, view, sizeof(view_settings->view_transform)); } } bool BKE_scene_check_color_management_enabled(const Scene *scene) { return strcmp(scene->display_settings.display_device, "None") != 0; } bool BKE_scene_check_rigidbody_active(const Scene *scene) { return scene && scene->rigidbody_world && scene->rigidbody_world->group && !(scene->rigidbody_world->flag & RBW_FLAG_MUTED); } int BKE_render_num_threads(const RenderData *rd) { int threads; /* override set from command line? */ threads = BLI_system_num_threads_override_get(); if (threads > 0) return threads; /* fixed number of threads specified in scene? */ if (rd->mode & R_FIXED_THREADS) threads = rd->threads; else threads = BLI_system_thread_count(); return max_ii(threads, 1); } int BKE_scene_num_threads(const Scene *scene) { return BKE_render_num_threads(&scene->r); } /* Apply the needed correction factor to value, based on unit_type (only length-related are affected currently) * and unit->scale_length. */ double BKE_scene_unit_scale(const UnitSettings *unit, const int unit_type, double value) { if (unit->system == USER_UNIT_NONE) { /* Never apply scale_length when not using a unit setting! */ return value; } switch (unit_type) { case B_UNIT_LENGTH: return value * (double)unit->scale_length; case B_UNIT_AREA: return value * pow(unit->scale_length, 2); case B_UNIT_VOLUME: return value * pow(unit->scale_length, 3); case B_UNIT_MASS: return value * pow(unit->scale_length, 3); case B_UNIT_CAMERA: /* *Do not* use scene's unit scale for camera focal lens! See T42026. */ default: return value; } }